using Defines;
using GameFramework.DataTable;
using GameFramework.Fsm;
using GameFramework.Procedure;
using UnityEngine;
using UnityGameFramework.Runtime;

public class TestComposerProcedure : ProcedureBase
{    
    const string blockMapAssetPath = "Assets/Prefab/Composer/BlockMap.prefab";

    protected override void OnInit(IFsm<IProcedureManager> procedureOwner)
    {
        base.OnInit(procedureOwner);        
    }

    protected override void OnEnter(IFsm<IProcedureManager> procedureOwner)
    {
        Debug.Log("Composer Procedure Enter");
        var entity = GameEntry.GetComponent<EntityComponent>();
        entity.ShowEntity<BlockMapEntity>(1,blockMapAssetPath, "Test");
    }
}